Some more designs for the tinker, let me know what you think. I will be updating the class info soon.
A small key wound mechanism, which deals 1d8 +1 per tinker's level, fastens to the hand of the user. Only works if the user successfully strikes the target.
A key wound mechanism that moves a predetermined distance in a straight line, then discharges a 20' cubed patch of haziness, making living creatures within it helpless with nausea. This condition exists for as long as the creature is in the cloud and 1d4+1 rounds after it leaves. Any creature making a save vs. Poison when leaving is not affected for the additional rounds.
Duration: 48 turns
A key wound, gear driven device delivers a mass of viscous mesh. It can be thrown at the target or sent in a manner similar to the Stink Bug. Creatures caught in it become ensnared in the strong, clinging threads. Entangled creatures cannot move, but can break loose depending on their strength. Any being with human range strength can break free of it in 2d4 turns. Creatures with a higher, or augmented strength (above 18) can break free in 4 rounds. The filaments in this mixture are flammable and all creatures in the mesh take 1d6 fire damage from it for 2 rounds. After this any surviving creatures are free.